varying vec2 vUv;


// highp -2^16-2^16
// mediump = -2^10-2^10
// lowp -2^8-2^8
varying vec4 vposition;
varying vec4 gposition;

precision lowp float;
void main(){
    vec4 modelPosition = modelMatrix * vec4( position, 1.0 );
    // vUv=uv;
    vposition=modelPosition;
    gposition=vec4( position, 1.0);
    gl_Position =  projectionMatrix * viewMatrix * modelPosition;
    

}

